#version 450 // -- config -- // #define hardScan -8.0 #define warpX 0.031 #define warpY 0.041 #define maskDark 0.5 #define maskLight 1.5 #define shadowMask 1 #define brightboost 1 #define bloomAmount 1.0/16.0 #define hardBloomScan -2.0 #define shape 2.0 #define DO_BLOOM layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; vec4 OutputSize; vec4 OriginalSize; vec4 SourceSize; } global; #pragma stage vertex layout(location = 0) in vec4 Position; layout(location = 1) in vec2 TexCoord; layout(location = 0) out vec2 vTexCoord; void main() { gl_Position = global.MVP * Position; vTexCoord = TexCoord; } // PUBLIC DOMAIN CRT STYLED SCAN-LINE SHADER // // by Timothy Lottes // // This is more along the style of a really good CGA arcade monitor. // With RGB inputs instead of NTSC. // The shadow mask example has the mask rotated 90 degrees for less chromatic aberration. // // Left it unoptimized to show the theory behind the algorithm. // // It is an example what I personally would want as a display option for pixel art games. // Please take and use, change, or whatever. #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 1) in vec2 FragCoord; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D horz3minus1; layout(set = 0, binding = 3) uniform sampler2D horz3plus1; layout(set = 0, binding = 4) uniform sampler2D horz5minus2; layout(set = 0, binding = 5) uniform sampler2D horz5; layout(set = 0, binding = 6) uniform sampler2D horz5plus2; layout(set = 0, binding = 7) uniform sampler2D horz7minus1; layout(set = 0, binding = 8) uniform sampler2D horz7; layout(set = 0, binding = 9) uniform sampler2D horz7plus1; // Linear to sRGB. // Assuming using sRGB typed textures this should not be needed. float ToSrgb1(float c) { return(c<0.0031308?c*12.92:1.055*pow(c,0.41666)-0.055); } vec3 ToSrgb(vec3 c) { return vec3(ToSrgb1(c.r),ToSrgb1(c.g),ToSrgb1(c.b)); } // Distance in emulated pixels to nearest texel. vec2 Dist(vec2 pos){pos=pos*global.SourceSize.xy;return -((pos-floor(pos))-vec2(0.5));} // 1D Gaussian. float Gaus(float pos,float scale){return exp2(scale*pow(abs(pos),shape));} // Return scanline weight. float Scan(vec2 pos,float off){ float dst=Dist(pos).y; return Gaus(dst+off,hardScan);} // Return scanline weight for bloom. float BloomScan(vec2 pos,float off){ float dst=Dist(pos).y; return Gaus(dst+off,hardBloomScan);} // Allow nearest three lines to effect pixel. vec3 Tri(vec2 pos){ vec3 a=texture(horz3minus1, pos).rgb;//Horz3(pos,-1.0); vec3 b=texture(horz5, pos).rgb;//Horz5(pos, 0.0); vec3 c=texture(horz3plus1, pos).rgb;//Horz3(pos, 1.0); float wa=Scan(pos,-1.0); float wb=Scan(pos, 0.0); float wc=Scan(pos, 1.0); return a*wa+b*wb+c*wc;} // Small bloom. vec3 Bloom(vec2 pos){ vec3 a=texture(horz5minus2, pos).rgb;//Horz5(pos,-2.0); vec3 b=texture(horz7minus1, pos).rgb;//Horz7(pos,-1.0); vec3 c=texture(horz7, pos).rgb;//Horz7(pos, 0.0); vec3 d=texture(horz7plus1, pos).rgb;//Horz7(pos, 1.0); vec3 e=texture(horz5plus2, pos).rgb;//Horz5(pos, 2.0); float wa=BloomScan(pos,-2.0); float wb=BloomScan(pos,-1.0); float wc=BloomScan(pos, 0.0); float wd=BloomScan(pos, 1.0); float we=BloomScan(pos, 2.0); return a*wa+b*wb+c*wc+d*wd+e*we;} // Distortion of scanlines, and end of screen alpha. vec2 Warp(vec2 pos){ pos=pos*2.0-1.0; pos*=vec2(1.0+(pos.y*pos.y)*warpX,1.0+(pos.x*pos.x)*warpY); return pos*0.5+0.5;} // Shadow mask. vec3 Mask(vec2 pos){ vec3 mask=vec3(maskDark,maskDark,maskDark); // Very compressed TV style shadow mask. if (shadowMask == 1.0) { float line=maskLight; float odd=0.0; if(fract(pos.x/6.0)<0.5)odd=1.0; if(fract((pos.y+odd)/2.0)<0.5)line=maskDark; pos.x=fract(pos.x/3.0); if(pos.x<0.333)mask.r=maskLight; else if(pos.x<0.666)mask.g=maskLight; else mask.b=maskLight; mask*=line; } // Aperture-grille. else if (shadowMask == 2.0) { pos.x=fract(pos.x/3.0); if(pos.x<0.333)mask.r=maskLight; else if(pos.x<0.666)mask.g=maskLight; else mask.b=maskLight; } // Stretched VGA style shadow mask (same as prior shaders). else if (shadowMask == 3.0) { pos.x+=pos.y*3.0; pos.x=fract(pos.x/6.0); if(pos.x<0.333)mask.r=maskLight; else if(pos.x<0.666)mask.g=maskLight; else mask.b=maskLight; } // VGA style shadow mask. else if (shadowMask == 4.0) { pos.xy=floor(pos.xy*vec2(1.0,0.5)); pos.x+=pos.y*3.0; pos.x=fract(pos.x/6.0); if(pos.x<0.333)mask.r=maskLight; else if(pos.x<0.666)mask.g=maskLight; else mask.b=maskLight; } return mask;} void main() { vec2 pos=Warp(vTexCoord); vec3 outColor = Tri(pos); #ifdef DO_BLOOM //Add Bloom outColor.rgb+=Bloom(pos)*bloomAmount; #endif if(shadowMask > 0.0) outColor.rgb*=Mask(vTexCoord.xy / global.OutputSize.zw * 1.000001); //hacky clamp fix vec2 bordertest = (pos); if ( bordertest.x > 0.0001 && bordertest.x < 0.9999 && bordertest.y > 0.0001 && bordertest.y < 0.9999) outColor.rgb = outColor.rgb; else outColor.rgb = vec3(0.0); FragColor = vec4(ToSrgb(outColor.rgb), 1.0); }